//#version 420 // Keep it for editor detection /* ** Contrast, saturation, brightness ** Code of this function is from TGM's shader pack ** http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=21057 */ struct vertex_basic { vec4 p; vec2 t; }; #ifdef FRAGMENT_SHADER #if !pGL_ES && __VERSION__ > 140 in SHADER { vec4 p; vec2 t; } PSin; #define PSin_p (PSin.p) #define PSin_t (PSin.t) #else #ifdef DISABLE_SSO in vec4 SHADERp; in vec2 SHADERt; #else layout(location = 0) in vec4 SHADERp; layout(location = 1) in vec2 SHADERt; #endif #define PSin_p SHADERp #define PSin_t SHADERt #endif layout(location = 0) out vec4 SV_Target0; #ifdef DISABLE_GL42 layout(std140) uniform cb12 #else layout(std140, binding = 12) uniform cb12 #endif { vec4 BGColor; }; #ifdef ENABLE_BINDLESS_TEX layout(bindless_sampler, location = 0) uniform sampler2D TextureSampler; #else #ifdef DISABLE_GL42 uniform sampler2D TextureSampler; #else layout(binding = 0) uniform sampler2D TextureSampler; #endif #endif // For all settings: 1.0 = 100% 0.5=50% 1.5 = 150% vec4 ContrastSaturationBrightness(vec4 color) { const float sat = SB_SATURATION / 50.0; const float brt = SB_BRIGHTNESS / 50.0; const float con = SB_CONTRAST / 50.0; // Increase or decrease theese values to adjust r, g and b color channels seperately const float AvgLumR = 0.5; const float AvgLumG = 0.5; const float AvgLumB = 0.5; const vec3 LumCoeff = vec3(0.2125, 0.7154, 0.0721); vec3 AvgLumin = vec3(AvgLumR, AvgLumG, AvgLumB); vec3 brtColor = color.rgb * brt; float dot_intensity = dot(brtColor, LumCoeff); vec3 intensity = vec3(dot_intensity, dot_intensity, dot_intensity); vec3 satColor = mix(intensity, brtColor, sat); vec3 conColor = mix(AvgLumin, satColor, con); color.rgb = conColor; return color; } void ps_main() { vec4 c = texture(TextureSampler, PSin_t); SV_Target0 = ContrastSaturationBrightness(c); } #endif